UGX-Mods

Call of Duty 5: World at War => Tutorial Desk => Scripting => Topic started by: TGMKTheII on March 08, 2018, 07:38:25 am

Title: Change Starting Weapon
Post by: TGMKTheII on March 08, 2018, 07:38:25 am
Quick tut on how to change your starting weapon. I know WaW is old and nobody cares anymore, but I still see the tut's and help desk/zombie maps viewed a lot so why not?

If you're at all reading this, congrats, you're making a map in a game that's about 10 years old. Yay. So am I.

1. First step, navigate to your Call of Duty World at War root/raw/maps and find the _loadout.gsc file. Right click on the .gsc, COPY, navigate to your mods/mapname/maps and paste.

2. Right click, open with Notepad (Notepad++), whatever, and use the search bar (or just scroll through) until you find this:

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//Zombiemode loadout. If you aren't making a zombie map then you can define your level.script and add a check above.
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
level.script = "zombiemode";

Change the
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add_weapon( "zombie_colt" );
to whatever you'd like, I personally changed it to the Kar98k with Bayonet because that's cool :P

Change
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set_switch_weapon( "zombie_colt" );
from zombie_colt to the same weapon you added in to the 'add_weapon' portion. So it would look like this for MY PREFERENCE.

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//Zombiemode loadout. If you aren't making a zombie map then you can define your level.script and add a check above.
add_weapon( "kar98k_bayonet" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "kar98k_bayonet" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
level.script = "zombiemode";

That's what the code should look like ^.

Save, close, done with that. Now, be aware that some weapons such as the Mosin Nagant (bayonet version as well) and the Springfield (bayonet version as well) do not have proper sounds (Mosin) or proper reload anims(Springfield), so if you change your starting weapon to that, one of those two things will happen. Same with the DP28, etc. The guns are still usable though.

Now, open up your Launcher, go to Build Mod, tick the _loadout.gsc box, and add this to your CSV line
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weapon,sp/weaponname

OBVIOUSLY YOU ADD THE NAME OF YOUR WEAPON YOU ADDED IN THE _loadout.gsc AND ADD THE NAME OF THE WEAPON WHERE weaponname IS!

For example, my preference would be
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weapon,sp/kar98k_bayonet


After that, build mod! Start up your map, and you should be holding whatever weapon you added in :)

Hope this helped if anyone is even reading this... 2018. Zombie maps. In World at War. Still love it <3

Cheers,
-t

Title: Re: Change Starting Weapon
Post by: DeletedUser on August 07, 2023, 11:57:07 am
thanks my good sir same here love it